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355 products
In Poison, also available over the years as Friday the 13th and Baker's Dozen, players try to avoid overflowing cauldrons in the middle of the table, which means you take the cards from the central playing area. The more you take, the worse your score — unless you manage to take the most of one suit, in which case you get to throw those cards away!
In a round, each player gets a hand of cards, with the cards coming in three suits that have values from 1 to 7 and a fourth "joker" suit in which all the cards have a value of 4. On a turn, a player discards a card from her hand onto a pile of the appropriate color (with jokers being playable on any pile) and gives the sum of all cards now in that pile. If the sum is higher than 13, then the player must first take all of the cards already in the pile, leaving only her card behind.
The round ends once all the cards have been played, then players compare how many cards they have in each of the three suits; whoever has the most cards throws them away, while everyone else scores 1 penalty point per card. Each joker is worth 2 penalty points. Whoever has the fewest penalty points after each player has started a round once wins!
Labyrinth (formerly The aMAZEing Labyrinth) has spawned a whole line of Labyrinth games. The game board has a set of tiles fixed solidly onto it; the remaining tiles that make up the labyrinth slide in and out of the rows created by the tiles that are locked in place. One tile always remains outside the labyrinth, and players take turns taking this extra tile and sliding it into a row of the labyrinth, moving all those tiles and pushing one out the other side of the board; this newly removed tile becomes the piece for the next player to add to the maze.
Players move around the shifting paths of the labyrinth in a race to collect various treasures. Whoever collects all of his treasures first and returns to his home space wins!
Labyrinth is simple at first glance and an excellent puzzle-solving game for children; it can also be played by adults using more strategy and more of a cutthroat approach.
Pokemon Edition
The PARTY POOPER Edition is a stand alone version of POOP and also combines with POOP to become playable for up to 10 players! All new interactive Wild Cards and Higher Flow Toilets!
In Psychic Pizza Deliverers Go to the Ghost Town, players are divided into "Pizza Delivery Professionals" and a mayor (GM) who controls the ghosts and builds the town. The pizza delivery professionals have to find a pizza and deliver it to the right house in town, all while avoiding ghosts, barriers, and mystic teleportation runes. The first player to find and successfully deliver a pizza wins. Luckily for them, the pizza delivery professionals all possess mild psychic powers. They must use their abilities to sense and divine what's around them if they hope to deliver their pizzas.
The main role of mayor is to moderate play and make the town. The mayor wins if no one is able to deliver their pizza. The game begins with the mayor building a unique town map that includes the starting location for each player, pizza, and house. On a player's turn, they may choose to move one space in any of the four cardinal directions, attack in any of the four cardinal directions in hope of banishing a ghost, or use a psychic power. The mayor then resolves the action, tells the player the location of any barriers adjacent to the player, and whether or not the player senses any ghosts/pizzas/houses in any of the eight spaces surrounding the player.
Attacking removes ghosts from the board and lets players draw one psychic card. Psychic cards allow players to make special movements on the board such as diagonal, hop step, or warp back to start.
The players have only twenty turns to locate a pizza and deliver it to the matching house. The players have a gridded sheet of paper and a pencil to draw and record information about the town. The mayor has a special log sheet to track all the players moves and results.
The game also includes several variant tiles that can be added to the town to vary gameplay.
The morning walk has gotten messy. As the puppies run to play in the leaves, they’re dropping surprises along the way.
In this quick game of memory and bluffing, play breaks down into two phases: Morning, when you hide all the puppies and all the poops and Evening, when you avoid the doggie landmines placed by you and other players.
Three poops and you’re out in this multi-player take on minefield navigation.
Enhance your Railroad Rivals game playing experience with this premium edition that contains real wooden components! Railroad Rivals is a fast-play tile drafting and laying game, where you build a railroad empire that stretches across America... and across your table. Playable in under an hour, this game contains all of the classic railroad game elements. You'll connect city tiles via one of the twelve great railroads that stretched across America, while simultaneously building your stock portfolio. You'll then use those railroads to make deliveries to drive up the price of your stocks. At the end of the game, the player who has run the most profitable railroad while also owning the most valuable stocks will become the greatest of all of the Railroad Rivals! This is your chance to own and operate some of the greatest American railroads of all time, including the B&O, ATSF, and the Burlington Route. Beautifully illustrated by renowned Disney artist Mark Page, the visual elements and characters further enhance the strategic fun!
Recommended for 1-5 players, ages 8+.
Contents include: 37 Wood City Tiles, 48 Wood Stock Tiles, 12 Wood Value Markers, 100 Wood Locomotive Meeples, 46 Goods Cubes, 5 Characters Cards, Score/Stock Value Board, Cloth Bag, Rulebook
Includes four additional magnet trays (expands base game up to 10 players!)
120 even more outrageous and awkward words, from "gnarly" to "bamboozle" to "toast"
198 totally fresh, wacky prompt cards
Join the Gatewatch or pledge your loyalty to Nicol Bolas in Ravnica: Inquisition, a social-deduction game set on the Magic: The Gathering plane of Ravnica. Each player takes on the role of a representative of a Ravnican guild that is either loyal to the Gatewatch or an Agent of Bolas.
The Gatewatch loyalists are tasked with discovering who the Agents of Bolas are, while the Agents simply need to survive in order to further the schemes of Nicol Bolas.
Players will elect leaders for each of the five colors, but only players whose guilds’ color pairs contains the color may be voted for. Each color leader has a special power they can use to further their goals, and players must be careful when voting, as Nicol Bolas’s influence may grow. Once all the color leaders have been elected, a vote is held to eliminate one player. Once the dust has settled, players will reveal their roles, and if the Agents of Bolas were eliminated, the Gatewatch wins.
You and your heroic companions have celebrated, brawled, and spent your hard earned gold night after night at Greyport’s legendary tavern. But what of those daring souls who make their lives beneath the cobblestone roads that take you to The Red Dragon Inn? Let’s take a trip down below, and visit the Undercity!
The Red Dragon Inn 9 introduces four new characters, all hailing from the Undercity of Greyport, each with their own mechanics and distinctive RDI flair. Play RDI9 by itself as a stand alone game, or combine it with any other copy of RDI or RDI:Allies to expand your roster of playable characters!
The Red Dragon Inn: Adventure Is Nigh! is a card game for 2-4 players featuring the characters from the Adventure Is Nigh YouTube series.
After another wild adventure, it's time you kicked back with your buddies for a party at your favorite nightclub. Brawl, gamble, and drink your way through the night as a unique character with its own deck, traits, and mechanisms. The last adventurer standing wins!
All of the characters in this standalone game can be mixed with characters from any The Red Dragon Inn game or expansion.
Halden is a totem-summoning shaman with an undying amount of work to do – his ghostly clientele provides him with plenty of unusual quests. Adventuring for the dead will take its toll on anyone. After all, wouldn’t you be a little off-kilter if you had to listen to restless spirits with unfinished business?
- The Good: Halden can draw on the wisdom and power of countless lifetimes.
- The Bad: His totems would like to remind you that he isn’t making up the voices in his head.
The Red Dragon Inn: Allies – Halden the Unhinged brings a totem shaman to The Red Dragon Inn. Will you be able to master chaining his totems to maximum effect, or will your totem combos whimper? Take this off-kilter adventurer for a spin and find out!
The Red Dragon Inn: Allies is a series of expansions for any standalone The Red Dragon Inn game. Each Allies set includes a single Character Deck, plus components to add a brand new character to your game.
For an age, the tower lay in ruins. Unbeknownst to the people of the realm, a great evil stirred in its bowels. It started with strange sightings: a flock of crows flying in circles until they dropped from the sky, the lake frozen solid in the height of summer. In time, they could not deny that which they most feared.
The evil had not been vanquished. The darkness would soon fall again. The tower will rise.
A "sequel" to the 1981 grail game, Return to Dark Tower is a game for 1-4 players who take the role of heroes. Together, they gather resources, cleanse buildings, defeat monsters, and undertake quests to build up their strength and discern what foe ultimately awaits them. When the heroes face the tower, the game shifts into its dramatic second act, where the players have one chance to defeat the enemy once and for all.
The game features both cooperative and competitive modes of play.
The game features traditional game mechanisms, such as engine building and resource management, paired with a technological interface unlike any seen before in games, including the titular tower, which holds more than a few secrets.
Explore the rifts of Storm Hollow, build an array of amazing powers, and trigger burst of magical energy to score big in this strategy card game for 2-4 players that plays in 30-45 minutes. In Riftwalker, players use a central grid of elements composed of earth, wind, fire, water, storm, and life to play rift cards from their hand or shift rifts they already have in play.
Shifting a Rift is a Riftwalker's magical ability to change the nature of a place by calling on and altering the elements. Shifting turns a card sideways and increases its point value. Every time a rift card is played or shifted, it activates a special power that alters a player's cards or the central grid in a useful way. As the game progresses, players will build up a unique set of abilities.
Earth rifts empower shifted rifts while fire burns them down for points. Water rifts spread more rifts across the land and life rifts grow them to great value. Storm rifts control the element grid and wind rifts play all kinds of tricks. However, a rift can only be shifted twice, so no power lasts forever. Eventually, players must create lines of elements on the grid to score their rifts. Some cards give bonus points for scoring the right kind of rifts. In the end, the player with the greatest rifts and the most points wins the game!
The great and forgotten Kami have returned from the underworld, displeased with the affairs of the Empire’s present Shōgun. At the start of spring in the Great New Year, the Kami have gathered their sacred clans with one quest: reclaim the lands of Nippon and return them to their honorable, spiritual traditions. However, each clan is bound by their own proud traditions to a unique vision for this great return and must wage a powerful diplomatic war across eight provinces. Alliances must be forged, betrayal is inevitable, honorable standing rises and falls. Political mandates must be navigated and devastating war must be fought, each won by expert skill and cunning negotiation. And only one may stand victorious at the coming of winter. You, honorable Shōgun, lead one of these great clans. Do you have the strength of honor, virtue, and spirit, as well as the mastery of steel necessary to deliver on this ancient promise?
Rising Sun is a board game for 3 to 5 players set in legendary feudal Japan. Each player chooses a Clan and competes to lead theirs to victory by accumulating Victory Points over the course of the Seasons. Each Clan possesses a unique ability and differs in Seasonal Income, Starting Honor Rank, and Home Province.
Over the course of the game, players will forge and break alliances, choose political actions, worship the gods, customize their clans, and position their figures around Japan. In the process, Honor is a palpable element in Rising Sun: Having high Honor gives several advantages, while having low Honor may grant the allegiance of the darker elements of the world. But above all, Honor settles all disputes: Whenever there is a tie, the tied player with the highest Honor wins.
In Rising Sun, players are encouraged to use diplomacy, negotiation, and even bribery to further their cause. Players can make deals at any point in the game but no deals are truly binding.
Victory Points can be gained in several ways, from winning battles, to harvesting the right provinces, to playing to the Virtues accumulated by your Clan.
The game is played over the course of 4 rounds or Seasons: Spring, Summer, and then Autumn; when Winter comes, the game draws to a close and players calculate bonuses to decide who is the winner.
Each Season is divided into five phases:
1) Seasonal Setup because every Season has a certain Season deck with different cards,
2) Tea Ceremony in which players sit down and negotiate their Alliances for the Season,
3) Political Phase during which players will select Political Mandates to prepare their Clans and position their forces,
4) War Phase, during which players battle over several Provinces, and
5) Seasonal Cleanup.
As already mentioned, the start of the Winter Season signifies the end of the game. Peace falls over the land as it gets covered in white snow, and a new Emperor will rise under the power of the great Kami.
Kami Unbound is a new ruleset which makes the presence of the Kami even more potent and vital in Rising Sun! Normally, the influence of the Kami is restricted to the bonuses each of them grant during the Kami turn, granted to the Clan who has the most Shinto worshiping them. With Kami Unbound, the Kami will get their own figure, which starts the game in a specific Province.
While no Clan worships that Kami, the figure just stands there, watching over the mortals' actions. However, as soon as one of the Clans sends one of their Shinto to worship that Kami, they take its Kami power card (an all new component), placing it next to their Clan Screen to mark that they have the favor of that god. While you have the favor of a Kami, its figure basically counts as one of your figures. It can be moved when you Marshal and counts as 1 Force to your Clan when deciding Harvests and Battles. Also, being the powerful forces they are, Kami can never be Taken Hostage, targeted with Betrayal, or even killed!
More than that, the Kami card lists a special power the player can choose to activate. In order to use the Kami power, the player must Consume one of the Shinto they have worshiping that Kami. In an overwhelming demonstration of faith, the Shinto is removed from the Temple tile and returned to your reserve (though not technically killed). When this is done the power on the Kami card is activated, granting its controller its power!
Players may lose the favor of a Kami, however, either by Consuming one of their Shinto to activate the Kami power, or because another player recruited more Shinto than them to that Kami (or is tied for Shinto but has more Honor than them). If that happens, the Kami card, and control of the Kami, immediately passes to the new player who now gains all the benefits of having the favor of that Kami (including being able to activate the Kami's power!).
Do you have what it takes to control Arrakis, the Imperium's most vital planet?
Choose your side: Paul Atreides and his Fremen rebels, or the Imperial-backed House Harkonnen. In Risk: Dune, your fate rests in pivotal moments that could easily shift the victory to either side, each with its own unique win condition.
In the end, it's up to you to decide who shall claim control of Arrakis and ultimately the fate of the Imperium.
A deeper strategy board game packed with meaningful choices and replayability.
Perfect for players who love big decisions, clever planning, and rewarding gameplay.
Ships securely from Game Knights in Marinette.
From the Spine of the World Mountains to the bustling fishing villages of Earthquake Fish Bay flows a river where fortunes can be made and lowly traders can brush shoulders with Rokugan's elite. Will your clan become the dominant force along this River of Gold?
In River of Gold, players take on the role of river merchants allied with legendary samurai clans, each vying to exploit the river to earn wealth, glory, and wisdom. Will you invest in developing ports, markets, shrines, and more along the banks of the busy river? Or will you rely upon sailing the river of gold, growing your wealth and influence through delivery contracts, visiting the nobility, and garnering a bit of divine favor during tough times?
River of Gold features a stunning embossed metallic gold game board illustrated by master fantasy cartographer Francesca Baerald. In addition to looking beautiful, the gameplay is fast and clever, with minimal downtime and a playtime of just one hour. Fans of Eurogames will enjoy this mid-weight game, and with easy-to-learn, intuitive rules, you’ll be able to get River of Gold to your table quickly.
Welcome to River Valley! The beautiful pieces of glass that can be found along the river here have attracted the most entrepreneurial of woodland creatures to set up shop.
In River Valley Glassworks, you play as one of these pioneers, drafting glass from the market of river tiles. To do so, you have to play a piece from your inventory into the river. Each river tile can take only a specific shape, and you must play into a space adjacent to where you want to draft from. After you pick up your glass, the river shifts forward, revealing new pieces and new opportunities.
Store the glass you pick up strategically in your shop. Depending on how the glass pieces are placed, your score will change drastically. Fill in rows and columns to gain bonus points, but don't draft too many of one type to avoid negative points!
How far does Robbi roll in about four seconds? Well, that depends on how quickly he moves!
As a team in Robots — first published as Wir sind die Roboter (We Are the Robots) — you try to work together to develop a sense of time and speed. If you can do this, soon you'll know exactly where Robbi will stop.
- FAMILY GAME: Get your lights up, your presents wrapped, gather family and friends, and pop the lid off Santa-Opoly. Choose your token and advance to Go HO, HO, HO!
- PROPERTY TRADING WITH A TWIST: Buy your favorite SANTA properties, increase rent by collecting Presents and trading them in for a Christmas Tree. It’s all fun and games until someone blows a fuse, gets snowed in or gets sent to “NAUGHTY” and is out of the game for three turns.
- HOLIDAY GAME: You may be run over by a reindeer! Be nice….or you may end up with a lump of coal. Santa-Opoly is a merry way to celebrate the season.
- GREAT GIFT: This is the perfect seasonal gift for game lovers. Choose traditional play or the one-hour version.
- DETAILS: Standard play or one hour version, for 2 - 6 players ages 8 and up
Scatter Brain is a quick-thinking, match-and-grab counting game. As the dice scatter, quickly snatch up cards that match the numbers on the dice. For bigger number cards, add two or more dice together.
Uncertainty didn't kill the cat, but that doesn't mean it's not dead. Dr. Erwin Schrödinger and Werner Heisenberg taught us that. We've all heard about the cats in boxes experiment, and maybe we're even curious about the results — but attempting such an experiment would be INSANE in real life! Now you can try your hand at challenging the uncertainty principle without risking the lives of innocent kittens or exposure to radioactive particles! Awww!
In Schrödinger's Cats, players run experiments, form hypotheses, and try to one-up each other's research. Players take on the role of a cat physicist such as Albert Felinestein, Sally Prride, or Neil deGrasse Tabby. Using their special ability to help prove their hypothesis — or at least debunk someone else's — each cat physicist tries to determine the minimum number of alive cats, dead cats, or empty boxes across all the boxes in Schrödinger's lab.
In more detail, each player starts with six cards in hand, along with a physicist card. The first player asserts how many identical cards — whether live cat, dead cat, or empty box — are present among all the cards in play. The next player can increase the number of this claim or call. Each player can use their ability once during the round.
When a player does call, whoever was right — whether about the claim or about doubting that claim — stays in the game, while the other player is eliminated. Each remaining player gets a new hand with one fewer card, and you keep playing rounds until only one player remains.
Ruh-roh, Shaggy! There's a monster on the loose, and it's scaring everyone out of town! It's up to the Mystery Inc. gang to stop them! Scooby-Doo! The Board Game is a co-operative family game for 1-5 players that brings the beloved cartoon series to life with amazing miniatures of the whole gang.
Players take on the role of Scooby-Doo, Fred, Velma, Daphne or Shaggy, and ride the Mystery Machine around town, building traps to catch the villains before they frighten all the citizens away — but just like in our favorite episodes, even the best plans can go awry as the monster, which is controlled by the game itself, may make a move the players never expected!
Each member of Mystery, Inc. has their own unique, special ability to help them during the game, and they'll need all the help they can get because the villains all operate differently as well! The gang can succeed only if they coordinate together as a group.
Scooby-Doo! The Board Game has three levels of difficulty (easy/medium/hard) and special rules for playing as a two-player game or a solo game.
A whimsical twist on the traditional word game, Scrabble: Dr. Seuss puts your knowledge of the classic children’s books to the test!
Like the original Scrabble game, you can play regular Scrabble words, or you can lay down your favorite whimsical Seussian words to score the most points.
Customize each game with Dr. Seuss cards and Better Letter Battles to flip over any tile as a blank and maximize your moves!
Oh What a Rhyme Time you can have! It's time to rhyme in this Seussian spin on the classic crossword game! Scrabble: Dr. Seuss welcomes fans of these timeless books to play the traditional way, or play with added Seuss'd up bonus features! Relive your favorite stories and discover new ways to play in this whimsical edition of Scrabble!
It is a time of unrest in 1920s Europa. The ashes from the first great war still darken the snow. The capitalistic city-state known simply as “The Factory”, which fueled the war with heavily armored mechs, has closed its doors, drawing the attention of several nearby countries.
Scythe is an engine-building game set in a 1920s era, alternate-history. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. In Scythe, each player controls one of five factions of Eastern Europe, all of which are attempting to earn their fortunes and claim their stakes in the land around the mysterious Factory. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs.
Each player begins the game with different resources (power, coins, combat acumen, and popularity), a different starting location, and a hidden goal. Starting positions are specially calibrated to contribute to each faction’s uniqueness and the asymmetrical nature of the game (each faction always starts in the same place). Scythe uses a streamlined action-selection mechanism (no rounds or phases) to keep gameplay moving at a brisk pace and reduce downtime between turns. While there is plenty of direct conflict for players who seek it, there is no player elimination.
Scythe gives players almost complete control over their fate. Other than each player’s individual hidden objective card, the only elements of luck or variability are “encounter” cards that players will draw as they interact with the citizens of newly explored lands. Each encounter card provides the player with several options, allowing them to mitigate the luck of the draw through their selection. Combat is also driven by choices, not luck or randomness. Every part of Scythe has an aspect of engine-building to it. Players can upgrade actions to become more efficient, build structures that improve their position on the map, enlist new recruits to enhance character abilities, activate mechs to deter opponents from invading, and expand their borders to reap greater types and quantities of resources. These engine-building aspects create a sense of momentum and progress throughout the game. The order in which players improve their engines adds to the unique feel of each game, even if having played one faction multiple times.